Vermin Husbandry

Class proficiency — see Proficiencies for the rules and the Proficiency Index for the full list.

The character is skilled at caring for vermin. As a dedicated activity, a character can care for three vermin (or three swarms of tiny vermin), plus one for each additional time Vermin Husbandry is selected. A wounded vermin under the character’s care automatically regains an extra 1d3 hit points per day of rest if provided with sanitary conditions and proper feed. If a vermin or swarm under his care is sick or poisoned, the character can attempt to diagnose the disease or poison. Diagnosis requires one turn (10 minutes) of medical examination, and a proficiency throw of 11+. If the throw succeeds, the character identifies whether the disease or poison is magical or mundane, and if mundane, diagnoses it. If the throw fails, he does not identify or diagnose the disease or poison. He cannot try again until the vermin develops further symptoms.

If the character selects Vermin Husbandry twice, he is a veterinarian of vermin. He can now diagnose illness on 7+. He can also attempt to non-magically neutralize poison, cure disease, or cure light injury on a poisoned, sick, or wounded vermin or swarm. He must have successfully diagnosed a disease or poison before attempting to cure it. Each attempt requires one turn (10 minutes) and a proficiency throw of 18+. If the throw succeeds, the healing effect occurs as if the spell had been cast. If the throw fails, he cannot try again with that effect on that vermin or swarm until the following day. If the character selects Vermin Husbandry three times, he is a vermin-surgeon. He can now diagnose illness on 3+. He can neutralize poison, cure disease, or cure serious injury on a poisoned, sick, or wounded vermin with a proficiency throw of 14+.

The ability to care for vermin provides the character with a number of other useful abilities. The character can also attempt to extract venom from slain vermin. Each attempt requires one hour of ancillary activity and a proficiency throw of 18+. If the throw succeeds, the character extracts one dose of poison. If the throw fails, the character can try again. If the throw fails on an unmodified 1, the character accidentally exposes himself to fang or stinger and must immediately make a Death saving throw. On a failure, he suffers the venom’s effects.

Animal Husbandry Proficiency Progression

TitleRanksMonthly WagePatients / DaySkills
Vermin Husband125gp3Identify 11+, extra 1d3 hit points per day
Veterinarian of Vermin250gp4Identify 7+, neutralize poison, cure disease, cure light 18+
Vermin-Surgeon3100gp5Identify 3+, neutralize poison, cure disease, cure serious 14+

Because many creatures share many anatomical traits, a character with this proficiency can use it on humanoids, monstrosities, and animals at a -4 penalty. Drow characters may take this proficiency as a general proficiency.